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path: root/drivers/gles2/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl202
1 files changed, 96 insertions, 106 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 25dbbf3c90..63eee4eb87 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -251,12 +251,10 @@ void light_compute(
//normalized blinn always unless disabled
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
- float cVdotH = max(dot(V, H), 0.0);
- float cLdotH = max(dot(L, H), 0.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
+ float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+ specular_brdf_NL = blinn;
#endif
SRGB_APPROX(specular_brdf_NL)
@@ -425,6 +423,8 @@ void main() {
#define projection_matrix local_projection_matrix
#define world_transform world_matrix
+ float point_size = 1.0;
+
{
/* clang-format off */
@@ -433,6 +433,7 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+ gl_PointSize = point_size;
vec4 outvec = vertex;
// use local coordinates
@@ -1270,9 +1271,9 @@ LIGHT_SHADER_CODE
//normalized blinn
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
+ float blinn = pow(cNdotH, shininess) * cNdotL;
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+ specular_brdf_NL = blinn;
#elif defined(SPECULAR_PHONG)
@@ -1547,157 +1548,157 @@ FRAGMENT_SHADER_CODE
#endif // !USE_SHADOW_TO_OPACITY
#ifdef BASE_PASS
- {
- // IBL precalculations
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- vec3 f0 = F0(metallic, specular, albedo);
- vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
+
+ // IBL precalculations
+ float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
+ vec3 f0 = F0(metallic, specular, albedo);
+ vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0);
#ifdef AMBIENT_LIGHT_DISABLED
- ambient_light = vec3(0.0, 0.0, 0.0);
+ ambient_light = vec3(0.0, 0.0, 0.0);
#else
#ifdef USE_RADIANCE_MAP
- vec3 ref_vec = reflect(-eye_position, N);
- ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+ vec3 ref_vec = reflect(-eye_position, N);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
- ref_vec.z *= -1.0;
+ ref_vec.z *= -1.0;
- specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+ specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
#ifndef USE_LIGHTMAP
- {
- vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
- vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
- env_ambient *= 1.0 - F;
+ {
+ vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
+ vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy;
+ env_ambient *= 1.0 - F;
- ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
- }
+ ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ }
#endif
#else
- ambient_light = ambient_color.rgb;
- specular_light = bg_color.rgb * bg_energy;
+ ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
#endif
#endif // AMBIENT_LIGHT_DISABLED
- ambient_light *= ambient_energy;
+ ambient_light *= ambient_energy;
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
- vec4 ambient_accum = vec4(0.0);
- vec4 reflection_accum = vec4(0.0);
+ vec4 ambient_accum = vec4(0.0);
+ vec4 reflection_accum = vec4(0.0);
#ifdef USE_REFLECTION_PROBE1
- reflection_process(reflection_probe1,
+ reflection_process(reflection_probe1,
#ifdef USE_VERTEX_LIGHTING
- refprobe1_reflection_normal_blend.rgb,
+ refprobe1_reflection_normal_blend.rgb,
#ifndef USE_LIGHTMAP
- refprobe1_ambient_normal,
+ refprobe1_ambient_normal,
#endif
- refprobe1_reflection_normal_blend.a,
+ refprobe1_reflection_normal_blend.a,
#else
- normal_interp, vertex_interp, refprobe1_local_matrix,
- refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
+ normal_interp, vertex_interp, refprobe1_local_matrix,
+ refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
#endif
- refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
- ambient_light, specular_light, reflection_accum, ambient_accum);
+ refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
#endif // USE_REFLECTION_PROBE1
#ifdef USE_REFLECTION_PROBE2
- reflection_process(reflection_probe2,
+ reflection_process(reflection_probe2,
#ifdef USE_VERTEX_LIGHTING
- refprobe2_reflection_normal_blend.rgb,
+ refprobe2_reflection_normal_blend.rgb,
#ifndef USE_LIGHTMAP
- refprobe2_ambient_normal,
+ refprobe2_ambient_normal,
#endif
- refprobe2_reflection_normal_blend.a,
+ refprobe2_reflection_normal_blend.a,
#else
- normal_interp, vertex_interp, refprobe2_local_matrix,
- refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
+ normal_interp, vertex_interp, refprobe2_local_matrix,
+ refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
#endif
- refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
- ambient_light, specular_light, reflection_accum, ambient_accum);
+ refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
#endif // USE_REFLECTION_PROBE2
- if (reflection_accum.a > 0.0) {
- specular_light = reflection_accum.rgb / reflection_accum.a;
- }
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
#ifndef USE_LIGHTMAP
- if (ambient_accum.a > 0.0) {
- ambient_light = ambient_accum.rgb / ambient_accum.a;
- }
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
#endif
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
- // environment BRDF approximation
- {
+ // environment BRDF approximation
+ {
#if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
#else
- // scales the specular reflections, needs to be be computed before lighting happens,
- // but after environment and reflection probes are added
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * F + env.y;
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+ specular_light *= env.x * F + env.y;
#endif
- }
+ }
#ifdef USE_LIGHTMAP
- //ambient light will come entirely from lightmap is lightmap is used
- ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
+ //ambient light will come entirely from lightmap is lightmap is used
+ ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
#endif
#ifdef USE_LIGHTMAP_CAPTURE
- {
- vec3 cone_dirs[12] = vec3[](
- vec3(0.0, 0.0, 1.0),
- vec3(0.866025, 0.0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5),
- vec3(0.0, 0.0, -1.0),
- vec3(0.866025, 0.0, -0.5),
- vec3(0.267617, 0.823639, -0.5),
- vec3(-0.700629, 0.509037, -0.5),
- vec3(-0.700629, -0.509037, -0.5),
- vec3(0.267617, -0.823639, -0.5));
-
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
- vec4 captured = vec4(0.0);
- float sum = 0.0;
- for (int i = 0; i < 12; i++) {
- float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
- captured += lightmap_captures[i] * amount;
- sum += amount;
- }
+ {
+ vec3 cone_dirs[12] = vec3[](
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5));
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
- captured /= sum;
+ captured /= sum;
- if (lightmap_capture_sky) {
- ambient_light = mix(ambient_light, captured.rgb, captured.a);
- } else {
- ambient_light = captured.rgb;
- }
+ if (lightmap_capture_sky) {
+ ambient_light = mix(ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
}
-#endif
}
+#endif
+
#endif //BASE PASS
//
@@ -2052,17 +2053,6 @@ FRAGMENT_SHADER_CODE
specular_light += specular_interp * specular_blob_intensity * light_att;
diffuse_light += diffuse_interp * albedo * light_att;
- // Same as above, needed for VERTEX_LIGHTING or else lights are too bright
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
-
#else
//fragment lighting
light_compute(